• Content Count

  • Joined

  • Last visited

Community Reputation

24 Decent

About Ignacius

  • Rank
  • Birthday 03/12/1988

Profile Information

  • Gender

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Not trying to sound rude here, but it doesn't sound like you have a grasp of the concept here. Perhaps I've misunderstood you as well. Admittedly, the discussion of spoofing was a bit overkill, brainstorming ways that a secure "handshake" could be done between server and client, but a mod that sends a list of the other mods a player has installed and either allows them to play or kicks them off with a message saying "we don't want you to use those mods on our server" does not even require access to anything on your PC other than a list of files found in your Wurm Unlimited folder, which is already accessible to any other mod you have installed anyway. Additionally, as I was discussing what would be a JAR file executed solely in the Wurm Unlimited JVM, there's no other part of your PC, operating system, or anything else being brought into question here.
  2. Wurm's gimmick has always been that nothing happens without the players making it happen. While I agree that content like this would make the game way more fun, it flies in the face of what Wurm is, so I doubt it'll happen.
  3. This has probably been requested before, but alas. At some point a QoL improvement was made to be able to drag and drop items from your inventory into containers in the world, e.g. piles of items, chests, BSBs, carts, etc. But this requires an existing container - if there isn't one, it can't be done. This would be a pretty useful way to drop things without the right-click interaction. Not that it's crucially necessary, but dragging-and-dropping items to a world tile could create a container (pile of items) there.
  4. I'm ALL FOR THIS. Wurm (and nearly every game like it) is all about progression. The most fun is to be had while you're making things happen, not after they've happened. Some people like designs, some people like gearing up, some people like having trophy/show-off items or the rarest of the rare... But something I think everyone has in common: Fun decreases in some way when the question "What next?" comes up and you don't have a suitable answer. I've loved Wurm (both Online and Unlimited) for years, but what kept me from truly enjoying it was how far behind I was compared to everyone else. Of course, every time I'd play Online, there would be countless players willing to just give me free, awesome, game-breaking items like rare weapons and armor. But I would always say "no thanks" - that would make me skip a LOT of progression. Add some microtransactional mini companion pets or something. However, speaking for both myself and a lot of gamers I know, I probably would be way less interested if it didn't involve a new fresh-start server. I would be personally willing to help in-game if it happened. But even if a fresh server isn't ultimately a part of it, it can't be a BAD thing to expose Wurm to an entire community of gamers. As for Wurm Unlimited... the sooner a true API (not the codeloading nonsense that's currently necessary due to a lack of one) is available, the sooner that platform can truly take off. I have countless ideas for mods that are just too much of a hassle to write, let alone maintain with updates, when you have to jump through code-substitution hoops. There are lots of addons available for WU that enrich the game in many ways, even ones that I prefer over the vanilla WO experience, but in the end the way they have to be done is a pain in the ass. The communities that form on them are wonderful though, but I believe they would be no more affected by Wurm Online than they currently are.
  5. @CountZeroyour map work continues to amaze me!
  6. Holy crap, rifts in WU. I'll play just for that. Any chance you guys will publicize that mod?
  7. [Alpha] Custom NPC

    Anyone know if this mod works with latest update/anything broken with it? ( ATOTP)
  8. I like it as well. More than enough land to build on, yet plenty of waterways and open ocean to explore too. This could make a very decent single-map kingdom warfare setup if divided well. As CountZero hinted at though, exposed rock looks rare. Though, I could imagine this would make any initial "land rush" more exciting as players truly put in work (and perhaps get lucky) in locating prime settlement territory. Will you be releasing this map for use by servers? Nice work!
  9. The idea would be to let a server choose what mods they want and don't want clients to have... To require clients to have certain mods, but equally as important to require that clients *not* have certain mods. Some examples-- Require your players to have the No Tree Collision mod when connecting to your server. Prohibit your players from using the LiveHudMap and ESP mods when connecting to your server. Not *per se* to prevent cheating (the scope of cheating is a topic for another day anyway), only to prevent players from breaking rules you'd like to enforce regarding the usage of mods. The usage scenarios for this capability are tremendous - mods are so powerful, yet the separation of client and server in the WU code is so shotty, where so many things that you'd want to confirm/permit server-side are possible to circumvent by changing the client. The best example I can give is the sort of hackish bypass that the Improved Compass or Toolbelt mods are able to perform to fool your client into thinking it's 99 QL and grant you the maximum benefit possible for those items. (Not to say that the mod isn't useful for a great many players - I mean only to point out that this kind of thing is possible without any changes to the server, which ideally would be the entity to enforce the QLs of your items.) I did figure it would be relatively easy to circumvent, but there is no good way to get the list of mods that a client has installed/doesn't have installed (let alone verify that the mods their client reports is an accurate, authentic list), and thus you'd essentially be "trusting" your players to follow your rules and hopefully catch them if they do such a thing.
  10. New settlement: Everglow Coords: 1806, -4436 Mayor: Ignacius Thank you very much!
  11. -snip- IMO, I guess I expected it to be something like that. It's a perfectly ironic system, that Wurm itself relied on an error to function.
  12. For the last week I've been trying everything I can think of. I tried separating the actions file into individual files each with a single action in them. No luck. I tried running them one at a time in the editor to see what happens with it, no luck either. I tried generating it on two other PCs and a third Dell PowerEdge server with 64 GB RAM installed, and no luck. Short of trying to make a whole different 8k map with none of the same things I did for this one, I cannot think of anything else to try. This issue seems completely senseless. I was planning a concept map with random spawn points and some custom modding. Travelling isn't an issue. Is WGenerator 2.9 just not capable of generating 8k maps?
  13. I've been tooling around with ways that servers could prevent players from using certain mods client-side, or even require them to have certain mods to be able to connect. The best I've come up with is a mod that client-side would send a list of all mods the client is currently using to the server, and the server parses that list and rejects the connection if a violation is detected, with a message to remove blocked mods and/or install required ones. That part I believe would be simpler to implement than the following topic Id like to get feedback on, and that's the issue of spoofing: if a player wanted to circumvent this enforcement and had even basic knowledge of Java, it wouldn't be difficult to make the server think that they don't have a mod installed - refactor the package/class name, for a simple example. I'm no hacker or even cybersecurity expert but I'm certain it wouldn't be difficult for someone who is. I looked to RSA's private/public key system for inspiration on how to ensure the mod itself is transmitting the information on installed mods authentically, but how to ensure the mods themselves are authentically identified? e.g. if this system just transmitted the list of .jar filenames detected in the mods directory, it's not difficult to rename a jar file. Perhaps an SHA hash of the jar file might work, though different versions of the same mod might raise an issue there (especially without update notifications). If a server provided a list of exact download link for mods required to connect though that might suffice for players to comply. Anyone have input/ideas/suggestions for this? I'm open to any, positive or negative.